Reynard Devlog #16 – New Crafting Recipes, Bugfixes and More (0.8.7)

Previous week I’ve had a lot of stuff going on… Grandpa passed away 🙁 and we’ve attended the SGC. On SGC we’ve received tons of valuable feedback for Reynard. This week I’ve decided to implement and fix some of the suggested stuff. Thus this update revolves around bugfixes, crafting recipes and other minor stuff.

New Crafting Recipes

We’ve added crafting to Reynard pretty early. It’s available from the beginning of the early access. But one thing is adding the system to the game and other thing is utilizing it. That’s why I’ve decided to start adding more interesting recipes and usable items to the game.

Until now you could only create a better version of the item if you placed 2 of the same items on the forge. But we want to add more stuff for the forge. We really want the player to be able to create something more powerful if he finds the material for it.

That’s why I’ve added more “Usable” items which are spawned as a loot drop from certain monsters and pots. For now I’ve added 3 new recipes and 5 new items:

  • Wooden Stick
  • Skeleton’s Bone
  • Blacksmith’s Ring
  • Necro Staff
  • Simon’s Staff
  • Poor Wooden Bow

Adding new recipes to Reynard’s crafting system!

I’m planning on adding special challenge rooms that will challenge the player’s skill, but will hold way better items and crafting components. But that’s in the future.

Other Changes

  • Added Simon’s staff and a recipe to create it on Forge.
  • Added Necro staff recipe… On 15th kill spawns a skeleton.
  • Fairy has 5 HP. She heals player for 1 point, but also damages herself for 1 point.
  • Added Poor wooden bow recipe. Breakable wooden bow.
  • Added Blacksmith’s ring. Once dropped on the forge, it repairs player’s equipment.
  • Rats now have 50% chance of fleeing when hurt.
  • Serpentino’s spit now has SFX and when you pass the bridge there is now an explosion sound.
  • Dexter roars before he enters the charging state, added sound effects for roar and charge.
  • Doctor plague now spawns skeletons more frequently and starts roaming sooner and has added sound effects for cast and attack.
  • Wilson Shoots laser beam in random direction.
  • Wizco now has more SFXes.
  • Modified all 100% resist armors that aren’t breakable. They don’t have 100% resist anymore.
  • Buffed the Xeno turret. Faster shooting rate and more damage.
  • Fixed the bug that didn’t spawn projectiles.
  • Fixed the layers of Forge and Pawn… The enemies can now walk on them.
  • Fixed the relic forging bug.
  • Confirm button is now the “dash” button.
  • Fixed the bug that didn’t save “usable” items.
  • Selected buttons now have a brighter color.
  • Shrines, libraries (mini shops) now show the cost of the item instantly.
  • Fixed the bug when Item preview didn’t open up if companions came close to the interactable object.
  • Fixed the bug when the stairs to secret room are spawned behind indestructible objects.

Expect more cool recipes and updates in the future. We’re also planning Reynard’s release on the steam in November! If you’d like to recommend something, please let me know!

balancing bug fixes crafting crafting recipes new recipes reynard

Slovenian Games Conference (SGC) 2018

Last Saturday we’ve visited slovenian games conference! It was awesome! We’ve seen many great games and met many cool people! We’ll visit SGC next year again for sure!

SGC is organized by the Slovenian Game Developers Association – Games Slovenia as an initiative to support and represent the Slovenian and regional games industry.

Hundreds of people with an interest for video games attended the conference. We were among them showcasing Reynard on the indie expo area!

Here are some photos from SGC.

 

 

conference sgc slovenia slovenian games conference

Reynard Devlog #15 – Achievements, Unlockables, New NPCs and Much More (0.8.6)

It’s been a while since I’ve released a new update for Reynard! I’ve been working on it every day… This game dev log is about an update bigger than any other (till now)! It brings achievements, unlockables, allies, new enemies and much more!

Achievements and Unlockables

I focused on elements for triggering “one more round” effect. Here lies the reason why I’ve added achievements and a new “unlockables” system.

If you’d like to check out your achievement progress you can enter Reynard’s house and interact with a bookshelf. Achievements window will pop up and show you your current progress. Once you fulfill the requirements for unlocking the achievement, you’ll get notified about it by a notification message. Currently there are 18 achievements such as: “Prascilla I’m coming!”, “Exterminator”, “Speed runner”, “Blacksmith” and more.

I think that achievements add a nice “replay” value to the game.

Achievements panel.

Other major thing that I’ve redesigned is the weapon drop system. Every player profile starts with a basic pool of weapons that can appear in the chests. Everytime you level up, this pool expands with better weapons.

New NPCs

To spice things up, I’ve added some new NPCs. Not one, but 4!

Enemies

  • Goblin is really fast and always in a group. He can steal player’s gold. They can be found in “stair” rooms.
  • Dwarf is powerful, fast and deals a massive knockback. Usually found in the winter’s dungeon.

Allies

Sometime you’ll stumble upon an adventurer or a fairy… Tied all up… Left for dead. Heck… If you’re not fast enough, the enemies will kill these poor tied up victims. But if you save them, they’ll follow you and help you through dungeon.

  • Max is an adventurer with a sword, with a solid amount of health.
  • Fairy is… well… fairy. Save her and she’ll slowly heal you.

I think that I’ll be adding more allies in the future… Tester Vugi seems to like them a lot 😀

Other Changes

  • Bosses now drop special weapons.
  • Merged Slashing, Piercing and Blunt damage type to Normal type.
  • Modified the rune generation so the damage types have specific properties.
    • Lightning – random damage.
    • Acid – stackable damage over time.
    • Poison – damage over time.
    • Fire – spreadable damage.
    • Chaotic – higher critical chance.
    • Ice – slow.
    • Necrotic – life steal.
    • Normal – normal I guess.
  • Buffed some base stats of generated runes.
  • Daily runs give 0 XP!
  • Removed the timer from the dungeon.
  • Changed the egg and bomb sprites.
  • Bomb’s radius increased.
  • Changed the desert dungeon’s sand color.
  • Added torches to the walls as a decoration.
  • Added sound to Wilson’s laser beam.
  • Notification appears when specter spawns.
  • Buffed the chill turret (Increased it’s fire rate and damage).
  • Silver chests appear from desert forward.
  • Some merchants now appear from desert forward.
  • Papa John can be used only once.
  • Companion eggs are now breakables… 30 charges per egg.
  • Updated the book of credits.
  • Fixed the enemies with pathfinding getting stucked in doors.
  • Random dungeon crashes fixed (I think so :D).
  • Fixed a bug where item preview shows even if player has inventory opened.

PS: Upcoming Saturday we’re going on Slovenian Games Conference! Can’t wait to show the other fellow game developers Reynard. I hope they’ll like it.

Expect more cool updates in the future and Reynard’s release on the steam! I Hope you like where the game is going.

achievements allies dwarf fairy game dev log goblin max npcs unlockables

Fighting Platformer I Made For My Birthday In 5 Days

This Saturday I was celebrating my birthday. Because I wanted a different entertainment for my guests, I’ve decided to challenge myself by creating a fighting platformer game in 5 days.

I did it! It was a success! The characters are different versions of Reynard and the player’s main objective is to jump on the other players. I’ve added 4 maps and a support for 4 players, game modes deathmatch and team deathmatch, power ups extra life and a bullet with friendly fire enabled.

Friends really enjoyed this small fighting platformer game. Perhaps we”ll polish it and release it in the future 😀

 

birthday fighting platformer jumpy video game

Reynard Devlog #14 – Daily Runs and a House (0.8.5)

We’re turning up the heat! Daily runs have been added to Reynard!

Daily Runs

Previous week’s Wilson is doing awesome! Players like him! More boss patches will come in the future, but first we’ve decided to spice things up with daily runs!

Daily runs use a different dungeon seed on a daily basis, so in scope of 24 hours, you’ll always have an access to the same dungeon!

Once you die or finish the game, your score will be submitted online under name you’ve chosen in the profile selection menu! You’ll also see the leaderboard with the score of top 5 players!

In order to play the daily run, you have to enter Reynard’s house (more about the house down below), where you’ll find stairs to basement. If you interact with stairs, you’ll get to play the daily run!

Daily runs are fairly new in Reynard and will probably change! For example, I’m thinking of adding a cap of how many times you can play a daily run… And I kind of have a feeling that I’ll add that soon.

Reynard Daily Run Leaderboard

Reynard’s House

As mentioned above, I’ve added a house! Not only that it’s “cool” to walk around the house… It’s even more awesome to enter it!

In house you can find “The book of credits”, where you’ll find all the info about who created and helped creating Reynard’s universe, you can enter a daily run and in the future you’ll be able to read the bestiary, check profile stats, daily run stats and see your unlocked achievements.

Other Changes

Here are the other things that I’ve added, tweaked or fixed:

  • Added some particles when you destroy an object or kill an enemy.
  • Increased the chances of getting stamina or energy potions when breaking pots.
  • Reduced HP of pots. They are now broken with one hit.
  • Increased the small health potions HP heal to 1.
  • Increased the big health potions HP heal to 15.
  • Triple Bubble turrets CD reduced for 50%.
  • Fixed the ground decorations outside of rooms in the dungeons.

Update is live and kicking on itch.io!

Till next time! Try to beat me in the daily run!!! 😀

daily runs leaderboards reynard score

Reynard Devlog #13 – Wilson (0.8.4)

New boss Wilson has arrived to Reynard’s dungeons!

Wilson

Previous week we’ve released an “easier” boss Doctor Plague and now I’m presenting you Wilson! He’s a weird entity (big eyeball) accompanied by small “Willies” (little eyeballs).

Wilson deals chaotic damage and has a powerful energy beam attack! So you better be careful when you’re poking him in the eye!

Doctor Plague Buff

As mentioned previous week, I knew that I’ll have to buff the doctor… and so I did! He’s now roaming around cemetery raising skeletons!

Doctor plague update

Other Changes

I’ve added some decorations to the Dexter’s level and changed the whole progression through the dungeons. If you’ll want to save Prascilla you’ll have to go through:

  1. Basement dungeon
  2. Basement dungeon
  3. Boss
  4. Basement invasion
  5. Desert dungeon
  6. Desert dungeon
  7. Boss
  8. Desert invasion
  9. Winter dungeon
  10. Winter dungeon
  11. Boss
  12. Winter Invasion
  13. Final Boss

I think that the progression is more interesting this way… You have to face one more boss in the end, but you’ll progress through the dungeons faster! Other thing that I’ve changed is that special rooms like: Forge, Library, Shrine… are now populated also with different pots, traps and so on!

Update is alive and kicking on itch.io!

Till next time! Have fun POKING WILSON’S EYE!!! 😀

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Reynard Devlog #12 – Doctor Plague and More! (0.8.3)

Our fox is on a streak! We’re releasing another Reynard update! This week we’re bringing Doctor Plague to the party!

Doctor Plague

Some of our players complained that they can’t defeat our first boss Dexter because he’s too “difficulty”… Well… We don’t like nerfing stuff… But we can surely spice things up a little bit can’t we?

I kind of started designing Doctor Plague with a word “easy” in my mind, so that the players that have to get “git gut” could have a higher chance of reaching the second biome. But I don’t want to make the challenge too easy for the players. That’s why I’ve added some spicy moves to the Doctor Plague and I’m sure that we’ll have to balance him a little bit in the future updates.

Boss Orders

We’ve noticed that our players had a very happy reaction when we suggested that maybe each run the bosses should be picked randomly. That’s exactly what we did! Now when you fight your way through the dungeons, you’ll never know which boss you’re gonna face!

Other Changes

  • Fixed the Boom Joe! Effect zone didn’t clear its targets when disabled.
  • Added potion UI icons.
  • Acid Mick HP reduced from 5 to 3.
  • Boom Joe’s and Freezer Face’s charge range reduced from 4 to 3.
  • Removed the credits scene, will implement it rather in-game world.
  • Fixed the infinity punching with spamming special attack button when special weapon was equipped.

Till next time! Have fun slaying the bosses!

doctor plague fox plague reynard

Reynard Devlog #11 – Pawn shrine, Buffed enemies, Potion Hotkeys… (0.8.2)

Another week, another Reynard update! Last week we released the “Merchants” update and this week we’re introducing you to the pawn shrine, buffed enemies and potion hotkeys!

Pawn Shrines

On your quest through dungeons, you will hoard a lot of items. Some of them will be useful, others not so much and because of Reynard’s limited item carrying capabilities you’ll want to drop the “not so good” items to free up some space in your inventory. It would be a shame if those items would just be left on the dungeon floor. Here lies the reason we’ve created the pawn shrine!

The Pawn shrine is a shrine similar to the Forge shrine. You step on the Pawn shrine and drop the item on it. Mysterious powers will grant you some gold in return for your item.

Buffed Enemies

To spice things up in the dungeons, we’ve decided to add buffs to enemies! For now enemies can be buffed in 4 stats!

  • Max health buff.
  • Health regen buff.
  • Damage buff.
  • Movement speed buff.

Potion Hotkeys

We know that in the middle of battle, opening up the inventory and drinking potions was really annoying. That’s why we’ve added hotkeys! A visual indicator is still not available, but we’re planning to add it ASAP. The hotkeys will select the most powerful potion in your inventory and leave the weakest potions for last. The default keys are:
  • “1” or “Dpad-UP” – Use health potion.
  • “2” or “Dpad-RIGHT” – Use stamina potion.
  • “3” or “Dpad-LEFT” – Use energy potion.

Other Changes

  • Modified leprechaun perk, you now earn 20% less score.
  • Modified blind monk perk, you deal 20% more damage.
  • Silver key shrine now takes only gold.
  • Thin blade now deals slashing damage instead of blunt.
  • 200 additional experience gained if the whole dungeon with secret room included is cleared.
  • Added buffed enemies. The more dungeons you clear in the run the more buffed enemies will spawn.
  • Modified the health bar. Now it also displays the type of buff the enemy has.

PS: 3 days till giveaway ends! We’re giving away 3 keys for Reynard! You can enter the giveaway here. Till the next time! Have fun exploring the dungeons 😀

devlog reynard update

Reynard Devlog #10 – Merchants Update (0.8.1)

It’s been a while since I’ve posted a devlog in this form… Reynard has hit an early access stage and it’s available on itch.io and this is first content update which brings Merchants to the game!

Merchants

Until now, if you discovered hidden stairs, you could only reach library which offered different relics in exchange for different payment types. For an example: You could get relic which boosts your health regeneration in an exchange for consumables or score reset… The Merchants update brings 4 merchants which offer various goods! These merchants are:

  • Izak (Weapons)
  • Pepe (Armors)
  • Abdul (Runes)
  • Bubba (Potions)

Merchants unlike statues, libraries and other “mini shops” take only gold! So gold is getting another use case in the game and it’s not used only for building turrets anymore. Each of the merchants offer more items and set the price semi-randomly based on its quality.

Other Changes

  • If the description of the item is long, the description window slowly starts scrolling down so you can read more.
  • Fixed the “Throwing Acid Spear”.
  • Added experience bar at the “End of run” screen instead of using only numbers.
  • Fixed multiple typos in item descriptions
  • Removed “+” signs in item descriptions. Now only “-” is displayed.
  • Bats now collide with buildings and can hurt them.

Giveaway

We have also decided to create a giveaway! We’re giving away 3 keys for Reynard! You can enter the giveaway here.

PS: Sharing is caring 😀

devlog giveaway merchant merchants reynard update

Reynard – Road To Early Access

A fellow user on Reddit asked us a couple of questions about us, inspiration and the development process of Reynard. So I’ve decided to write a more general article… Let’s call it “Reynard – Road To Early Access.”

TL;DR;

We used Unity3D and the C# language. We were inspired by the wish of making our own video game and were influenced by games as Final Fantasy, Legend Of Zelda: A Link To The Past, Warcraft 3 TD maps and Binding Of Isaac. Technically we started developing Reynard on 6th of October 2017 – that’s the date of my first “pet project” commit on git. Project was originally called “Into The Fray”. We’ve been working on a couple of games earlier, but we never developed anything this “big”. Our advice for aspiring game developers would be: “Start small, set smaller milestones and finish what you’ve started”.

Game engine we used

We developed Reynard in Unity3D engine using C# language. The engine itself is fantastic, but when we started we wrestled with pixel perfect camera, tile extrusion and so on. Maybe if we picked an alternative such as Godot we’d avoid these problems, but then again we were familiar with Unity3D and in the end, it has tons of learning material and a very well equipped asset store.

I also kind of cheered for Unity3D, because there are many employers and project which use it. I wanted to know that even if our games fail, I’ll learn something useful, something that will help me on my developer path in the future.

Inspiration for making video games and Reynard

I will write this from my perspective and I’ll ask Boštjan to add his points of view.

Inner struggles

I had a wish of creating my own video game since I was a kid. But… You know… It is different when you daydream about something and when you decide “I’m gonna do it, or die trying”. Since I didn’t and don’t (yet) have kids and I saved some money that would keep me “alive” for several of months, I decided… I’m gonna do it! I’m gonna pitch an idea to my old school mates.
That’s how it started. For the “test of collaboration” game, we’ve created our first simple mobile game Math Panda. After Math Panda we’ve decided that we’ll try to create a game inspired by Kingdom called Pariah: Anton. In the middle of making Pariah, I gave a proposal for creating one “sprint” match 3 clone – Space Cyclops.
The reason for a sprint was behind me being stuck in the development process and not seeing an exit, I just really had to do something else before I lost my motivation… it was probably too ambitious a project for me back then. So when we finished Space Cyclops we went back on Pariah… and soon I again started working on some other pet projects. The next pet project’s prototype name was called “Into The Fray” which later turned into “Reynard”.

Influences

Reynard has been influenced by many games we played growing up.
When I was a kid my parents bought me my first gaming console, the SNES. The game that came with it was none other than Super Mario World. I immediately fell in love with it. But then you beat your first game and you need something more. Luckily I got Final Fantasy Mystic Quest from my half-brother’s cousin. I couldn’t understand the game because it was in German. But you know, back then I just went with it… even though the game is presented as a “starter RPG” for the European market, I loved it. I really liked its top-down perspective and the art! There was this huge manual that I couldn’t understand but the art in it was amazing and the cover image was epic!
So time goes by… I get a PC and it has the ability to run console emulators… which opens an opportunity to play all other games that I didn’t even know exist for SNES. First I went for Final Fantasy games… Played them all. But then I remembered about the cool looking top-down game my school mate once brought with him to school which we played in a class room (it was a special day in school and not a thing we did every day :D). The things that stuck with me were: no waiting for turns like in Final Fantasy games, cool story and pixel art. The game was none other than The Legend of Zelda: A Link to the Past.
The next game of inspiration was Warcraft 3. Blizzard hit the jackpot with the level editor. You could download thousands of player-made maps and you could play them with your friends! That’s what we did… we played tons of tower defense in Warcraft 3 😀
And Boštjan… He is an Isaac maniac (770+ hours played :D) and we both love its rogulike elements.

Development and larger hurdles

The first commit was on 6th of October 2017… but it was just a prototype… Back then I was working on Pariah. I still dream about finishing that game. Well, anyway… Pariah started to get more complicated, and in my free time I started working on a top-down game. I just wanted to do something else from time to time. Eventually we had a meeting with the team and we decided to switch to another project and start working on a roguelite top down game. We thought that it would be more fun and easier to make… Fun? Sure! Easier!? Not really 😀

Some of the hurdles were:

  • Not being synced with the team – in the first half of development, I was the only one working on Reynard fulltime. Luckily, Boštjan committed to the project when I needed him the most. Believe me that having someone to discuss matters with is very powerful and keeps you motivated.
  • Many times we had a working system but sometimes I just didn’t think it was flexible or good enough so I redesigned some of them completely from the ground up even though they were doing their job just fine. I guess the reason behind this was that we never really had a clear picture of what we were building and that I tried to program systems that we’d reuse in future games.
  • Not having an artist. Learning to draw pixel art was fun but it took a lot of time that I could spend on programming.
  • Unity importing small assets every save (importing lasts around 10 minutes). Still looking for the root cause of this problem.

If you’re interested you can read some of our devlogs which you can check out here.

Our advice for aspiring game developers

“Start small, set smaller milestones and finish what you’ve started”.

Future

We’re gonna add more content to Reynard and polish it. At the moment I’m working on different merchants, area of effect spells and so on. We’re also starting the process of steam submission.

So if you like what you’ve read and you’re interested what Reynard is all about,  you can check it out here:

 

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